public void Init(EntityBase entity, SkillAloneBase alone)
 {
     this.m_Entity    = entity;
     this.mSkillAlone = alone;
     this.createdis   = float.Parse(this.mSkillAlone.m_SkillData.Args[0]);
     this.m_Entity.Event_PositionBy += new Action <Vector3>(this.OnPositionBy);
 }
Esempio n. 2
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 public void Init(EntityBase entity, SkillAloneBase alone)
 {
     this.m_Entity    = entity;
     this.mSkillAlone = alone;
     this.debuffs     = this.mSkillAlone.m_Data.DeBuffs;
     this.time        = float.Parse(this.mSkillAlone.m_SkillData.Args[1]);
     this.starttime   = Updater.AliveTime;
     this.mList.Clear();
     this.OnInit();
 }
Esempio n. 3
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    private void InstallEffects(params object[] args)
    {
        this.UpdateAttributes(1);
        int index  = 0;
        int length = this.m_Data.Effects.Length;

        while (index < length)
        {
            int            key       = this.m_Data.Effects[index];
            object[]       objArray1 = new object[] { "SkillAlone", key };
            object[]       objArray2 = new object[] { "SkillAlone", key };
            SkillAloneBase item      = Type.GetType(Utils.GetString(objArray1)).Assembly.CreateInstance(Utils.GetString(objArray2)) as SkillAloneBase;
            item.Install(this.m_Entity, this.m_Data, LocalModelManager.Instance.Skill_alone.GetBeanById(key), args);
            this.effects.Add(item);
            index++;
        }
        int num4 = 0;
        int num5 = this.m_Data.Buffs.Length;

        while (num4 < num5)
        {
            GameLogic.SendBuff(this.m_Entity, this.m_Data.Buffs[num4], Array.Empty <float>());
            num4++;
        }
        int num6 = 0;
        int num7 = this.m_Data.Debuffs.Length;

        while (num6 < num7)
        {
            this.m_Entity.AddDebuff(this.m_Data.Debuffs[num6]);
            num6++;
        }
        if (this.m_Data.LearnEffectID != 0)
        {
            this.m_Entity.PlayEffect(this.m_Data.LearnEffectID);
        }
    }